mirror of https://github.com/PCSX2/pcsx2.git
DEV9: Always bind UDP ports
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671255c684
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687c587d19
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@ -464,55 +464,45 @@ bool SocketAdapter::SendUDP(ConnectionKey Key, IP_Packet* ipPkt)
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return false;
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else
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{
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UDP_Session* s = nullptr;
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if (abs(udp.sourcePort - udp.destinationPort) <= 10 || //Used for games that assume the destination/source port
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ipPkt->destinationIP == dhcpServer.broadcastIP || //Broadcast packets
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ipPkt->destinationIP == IP_Address{{{255, 255, 255, 255}}} || //Limited Broadcast packets
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(ipPkt->destinationIP.bytes[0] & 0xF0) == 0xE0) //Multicast address start with 0b1110
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// Always bind the UDP source port
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// PS2 software can run into issues if the source port is not preserved
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UDP_FixedPort* fPort = nullptr;
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BaseSession* fSession;
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if (fixedUDPPorts.TryGetValue(udp.sourcePort, &fSession))
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{
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UDP_FixedPort* fPort = nullptr;
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BaseSession* fSession;
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if (fixedUDPPorts.TryGetValue(udp.sourcePort, &fSession))
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{
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//DevCon.WriteLn("DEV9: Socket: Using Existing UDPFixedPort");
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fPort = static_cast<UDP_FixedPort*>(fSession);
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}
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else
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{
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ConnectionKey fKey{};
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fKey.protocol = (u8)IP_Type::UDP;
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fKey.ps2Port = udp.sourcePort;
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fKey.srvPort = 0;
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Console.WriteLn("DEV9: Socket: Creating New UDPFixedPort with port %d", udp.sourcePort);
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fPort = new UDP_FixedPort(fKey, adapterIP, udp.sourcePort);
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fPort->AddConnectionClosedHandler([&](BaseSession* session) { HandleFixedPortClosed(session); });
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fPort->destIP = {};
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fPort->sourceIP = dhcpServer.ps2IP;
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connections.Add(fKey, fPort);
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fixedUDPPorts.Add(udp.sourcePort, fPort);
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fPort->Init();
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}
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Console.WriteLn("DEV9: Socket: Creating New UDP Connection from FixedPort %d to %d", udp.sourcePort, udp.destinationPort);
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s = fPort->NewClientSession(Key,
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ipPkt->destinationIP == dhcpServer.broadcastIP || ipPkt->destinationIP == IP_Address{{{255, 255, 255, 255}}},
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(ipPkt->destinationIP.bytes[0] & 0xF0) == 0xE0);
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if (s == nullptr)
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{
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Console.Error("DEV9: Socket: Failed to Create New UDP Connection from FixedPort");
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return false;
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}
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fPort = static_cast<UDP_FixedPort*>(fSession);
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}
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else
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{
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Console.WriteLn("DEV9: Socket: Creating New UDP Connection to %d", udp.destinationPort);
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ConnectionKey fKey{};
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fKey.protocol = static_cast<u8>(IP_Type::UDP);
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fKey.ps2Port = udp.sourcePort;
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fKey.srvPort = 0;
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Console.WriteLn("DEV9: Socket: Binding UDP fixed port %d", udp.sourcePort);
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fPort = new UDP_FixedPort(fKey, adapterIP, udp.sourcePort);
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fPort->AddConnectionClosedHandler([&](BaseSession* session) { HandleFixedPortClosed(session); });
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fPort->destIP = {};
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fPort->sourceIP = dhcpServer.ps2IP;
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connections.Add(fKey, fPort);
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fixedUDPPorts.Add(udp.sourcePort, fPort);
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fPort->Init();
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}
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Console.WriteLn("DEV9: Socket: Creating New UDP Connection from fixed port %d to %d", udp.sourcePort, udp.destinationPort);
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UDP_Session* s = fPort->NewClientSession(Key,
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ipPkt->destinationIP == dhcpServer.broadcastIP || ipPkt->destinationIP == IP_Address{{{255, 255, 255, 255}}},
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(ipPkt->destinationIP.bytes[0] & 0xF0) == 0xE0);
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// If we are unable to bind to the port, fall back to a dynamic port
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if (s == nullptr)
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{
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Console.Error("DEV9: Socket: Failed to Create New UDP Connection from fixed port");
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Console.WriteLn("DEV9: Socket: Retrying with dynamic port to %d", udp.destinationPort);
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s = new UDP_Session(Key, adapterIP);
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}
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@ -577,7 +567,7 @@ void SocketAdapter::HandleFixedPortClosed(BaseSession* sender)
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else
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deleteQueueRecvThread.push_back(sender);
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Console.WriteLn("DEV9: Socket: Closed Dead UDP Fixed Port to %d", key.ps2Port);
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Console.WriteLn("DEV9: Socket: Unbound fixed port %d", key.ps2Port);
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}
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void SocketAdapter::close()
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